From the main menu select a program by clicking on the option and then click the “Enter" button to open the program.

Help

Click on the “Help” button to view the help contents. The help file opens in a separate window.

About

Click on the “About” button to view the profile of this company.

Enter

After selecting a sub-program, click on the “Enter” button to open the program.

Exit

To close this “Money" program, click on the “Exit" button.

Note:In most of our matching and activity programs, the student must wait until the command voice has finished before he/she clicks on the object. For instance, the voice must finish “Match one cent" before the student clicks on the picture of the one cent. (If the student clicks on the one cent before the voice command is finished, nothing will happen.) Therefore the teacher/parent needs to instruct the student to wait for the voice command to finish.

1. Money Matrix

Select the option “Money Matrix" and click on the “Enter" button to open this program.

Here, all six coins (5¢, 10¢, 20¢, 50¢, $1 and $2) and five notes ($5, $10, $20, $50 and $100) appear in a two-row, two-column matrix on the screen. When the mouse pointer moves over the picture of a coin or note, another picture of the coin or note appears in the box on the right side of the screen. The picture of the coin or note rotates so that both the front and back can be seen.

>> and <<

By clicking on “>>" or “<<" the student can view the next or the previous set of coins or notes.

Auto Play

Check the “Auto Play" box to run the “Money Matrix" program automatically; the student can just sit back and watch. To stop the automatic run, uncheck the box.

Sound

This option is selected by default. When this box is checked, the program pronounces the name of the coin or note. If unchecked, it doesn't say the name.

Descriptive

This option is selected by default. When this box is checked, sentences appear under the picture in the right-hand box giving the name and value of the coin or note shown in the picture.

Coins and Notes

This option is selected by default. When this box is checked, both coins and notes will appear in the matrix.

Coins

If the “Coins" box is checked only coins will appear in the matrix.

Notes

If the “Notes" box is checked only notes will appear in the matrix.

Name and Value

This option is selected by default. When this box is checked, both the name and the value of the coin or note will appear under the picture.

Name

When this box is checked, only the name of the coin or note will appear under the picture.

Value

When this box is checked, only the value of the coin or note will appear under the picture.

Done

Click on the “Done" button to close “Money Matrix" and return to the main program.

2. Progressive Method

Click on “Progressive Method" and then click the “Enter" button to open this setting dialog box. The setting dialog box offers four categories of choices. These categories are Mode, Settings, Distracters, and Selection.

Mode

Training

This option is selected by default. When this is selected, the program can be used to train the student.

Test

Select this option to measure the student's progress. The “Report" button under “Test" mode is enabled. The “Prompt" is disabled.

Report

This displays results of the “Test". The report features are similar to those of “Matching Money Using Pictures".

Settings

Prompt (Animation)

This option is selected by default. When this is checked, the correct coin or note rotates. Uncheck this feature to disable it.

Command Text

This option is selected by default. When this is checked, the name of the coin or note to be selected appears at the bottom of the screen. If unchecked, the name won't appear.

Distracter

A “distracter" here means an incorrect choice.

Money

This option is selected by default. When this is selected, distracters are all coins or notes.

Non-Money

If this option is selected, distracters are not coins or notes but some other items.

Mixed

Distracters are either coins or notes or other items.

Selection

The first coin or note by default is the one cent. The student can select any coin or note from the list shown under “Selection".

OK

Click on the “OK" button to open this program.

Done

Click this button to close the program and return to the main program.

This “Progressive Method" runs through seven stages

Stage 1 Introduction. The selected coin or note moves from the left side to the center of the screen and a character points to the coin or note and pronounces the name of the coin or note. This continues until the student clicks the “>>" button to move to the next stage.

Stage 2 Single coin or note. In Stage 2, the student is asked to find the coin or note introduced in Stage 1. When the student clicks on the coin or note, he/she is taken to the next stage.

Stage 3 One Distracter. The coin or note introduced in Stage 1 and another coin or note or picture as distracter are shown and the student is asked to find the coin or note. When the student clicks on the correct coin or note, the next “find" question comes up. As long as the student clicks on the correct coin or note, he/she stays in Stage 3. The student can move on to next stage by clicking the “>>" button. If the student clicks on the wrong coin or note, then the program returns the student to Stage 1, the Introduction Stage.

Stage 4 Two Distracters. In Stage 4, the coin or note introduced in Stage 1 and two other coins or notes or pictures as distracters are shown on the screen and the student is asked to find the coin or note introduced in Stage 1. As long as the student clicks on the correct coin or note, the student remains in Stage 4. When the student clicks on a wrong coin or note, he/she is taken back to Stage 1. The student can move forward by clicking “>>" button.

Stage 5 Three Distracters. The coin or note is shown with three other coins or notes or pictures as distracters. If the student clicks on the wrong coin or note, then the program returns the student to Stage 1, the Introduction Stage

Stage 6 Combinations. The coin or note that the student identified in Stages 1 through 5 will appear as distracter or as the coin or note to be identified. Another coin or note, will also appear as a distracter or the coin or note to be identified. If the student clicks on the wrong coin or note, then the program returns the student to Stage 1, the Introduction Stage

Stage 7 This is the last stage. In this Stage, the student is asked to identify all the coins or notes he/she has learned so far. If the student clicks on the wrong coin or note, then the program takes the student to Stage 1, the Introduction Stage

When the student clicks on the “>>" button, the program introduces the next coin or note in the list.

At any time the student can move backward by clicking the "<

3. Matching Money Using Pictures

Click on “Matching Money Using Pictures" and then click the “Enter" button to open this program.

The default selections for this program are Level 3, Training Mode, Command Text, Prompt with Blink, Congratulatory Animation, and Select All.

Here a coin or note is shown at the top of the screen. The student is asked to click on the matching coin or note shown among others at the bottom of the screen.

Settings

Level 1

When this option is selected, one coin or note appears at the top of the screen. One coin or note is shown at the bottom of the screen to be matched with the one at the top, without any distracter.

Level 2

When this option is selected, one coin or note appears at the top of the screen. Two items (coins or notes or pictures) are shown at the bottom of the screen to be matched with the coin or note at the top of the screen. There is one correct choice and one distracter. You can choose a coin or note or non-money distracter. “Mixed" gets disabled.

Level 3

This level is selected by default. One coin or note appears at the top of the screen. When this option is selected, three items (coins or notes or pictures) are shown at the bottom of the screen to be matched with the coin or note at the top of the screen. There is one correct choice and two distracters. You can choose one coin or note or non-money, or “Mixed" distracter.

Training

The Training mode is selected by default. This program uses coins or notes to train listening and matching skills.

Test

Here, the student can test him/herself. “Prompt" and “Congratulatory Animation" are disabled. The test results are recorded and “Report" becomes enabled.

Report

Only under “Test" mode is “Report" enabled. After doing any number of test problems, you can click on “Done" to see the report. When you click on “Done" the settings screen appears. Now click on the “Report" button to see test results. First the current test result will be shown with the date, starting time, end time, and level of the test. It also shows the percentage of correct answers. There are also buttons for showing test results in different forms. “Report" allows the teachers/parents to measure the student's progress. The following are available

Detailed Report

This screen shows test results including the grade, object identified, distracters and time taken to finish the test.

View Old Records

If there are old test results, they will be shown on this screen. The current test result is always on top.

Bar Chart

If you wish to see test results on a bar chart, click this button.

Overall

This button appears on the Bar Chart Screen. Here, the student can see the average of all test results in the last ten days. Written vertically on the bar are overall percentage of correct answers and date and starting time of the tests. When there are any old results, they will be shown, left to right from oldest to latest.

Right Arrow

This changes the display to the next more recent set of test results. When the current test result is on the screen, this button is grayed.

Left Arrow

This changes the display to the previous set of test results. When this button is grayed, there is no earlier test to see.
On the top left corner, the display indicates which record is being shown out of total records.

Print

When this button is clicked, the printer prints the current screen.

Delete

All existing records will be erased, if this button is clicked. (But a warning message box pops up and asks for confirmation.)

Done

Click on this button to close the screen and return to the previous screen.

Distracter

Money

This option is selected by default. When this is selected, distracters are all coins or notes.

Non-Money

If this option is selected, distracters are not coins or notes but some other items

Mixed

Distracters are either coins or notes or other items.

Command Text

This option is selected by default. When this is checked, the coins or notes to be selected appear at the bottom of the screen. If unchecked, the coins or notes won't be visible.

Prompt

Prompt with Blink

This is checked by default. If the student fails to match the correct coins or notes within ten seconds, the program guides him/her to the correct coin or note by making the coin or note blink. This is available for “Training" mode but disabled for “Test" mode.

Prompt with Label

If this box is checked the value of the coin or note appears under the picture of the coin or note. When this is checked, “No Label under Coin or note" is unchecked, and vice versa.

Prompt with Animation

If the student fails to match the correct coins or notes within ten seconds, the program guides him/her to the correct coin or note by making the coin or note Animation. This is available for “Training" mode but disabled for “Test" mode.

Congratulatory Animation

This box is checked by default. This is available only for the “Training" mode. When this is checked, clicking the correct coins or notes invites a congratulatory animation. This animation runs for ten seconds. Click anywhere on the screen or press space bar to stop the congratulatory animation.
Uncheck the box if the student doesn't need congratulatory animation.

Selection

Click on the check box to select or deselect the coins or notes.

Select All

Check this box to select all coins and notes. Uncheck to deselect.

OK

Click this button to open this program after choosing settings.

Done

Click this button to close the program and return to the main program.

4. Discriminating Money

Click on “Discriminating Money" and then click the “Enter" button to open this program.Here, the student is asked to find and click on the correct coins or notes shown on the screen. The settings are the same as those of “Matching Money Using Pictures".

5. Typing the value for Money

Click on “Typing the value for Money" and then click the “Enter" button to open this program.

Here, the student has to click or type the value (from the box in the bottom of the screen) of the coin or note shown in the picture at the top of the screen. The value will then appear under the picture of the coin or note.

Settings

Training

The Training mode is selected by default. This program uses coins and notes to train listening and matching skills.

Test

Here, the student can test him/herself. “Prompt" and “Congratulatory Animation" are disabled. The test results are recorded and “Report" becomes enabled.

Report

This displays results of the “Test". The report features are similar to those of “Matching Money Using Pictures".

Prompt (Blink)

This is checked by default. If the student fails to type or click the correct value within ten seconds, the program guides him/her to the correct value by making the coin or note blink. This is available for “Training" mode but disabled for “Test" mode.
Uncheck this box if the prompt is not needed in “Training" mode.

Congratulatory Animation

This box is checked by default. This is available only for the “Training" mode. When this is checked, clicking or typing the correct value invites a congratulatory animation. This animation runs for ten seconds. Click anywhere on the screen or press space bar to stop the congratulatory animation.
Uncheck the box if the student doesn't need congratulatory animation.

Selection

Click on the check box to select or deselect the coins or notes.

Select All

Check this box to select all coins and notes. Uncheck to deselect.

OK

Click this button to open this program after choosing settings.

Done

Click this button to close the program and return to the main program

6. Arranging Coins and Notes from Smallest to Biggest Value

Click on “Arranging Coins and Notes from Smallest to Biggest Value" and then click the “Enter" button to open this program.

This program helps the student to identify coins and notes and understand the value of each coin or note. A coin or note appears in the first box, and the student is asked to click on the next two coins or notes that follow in ascending order.
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Settings

“Settings" is located at the bottom left corner of the screen. If the therapist/parent needs to adjust the settings, click the “Settings" to make the settings box disappear or reappear.

Training

The Training mode is selected by default. This program uses coins and notes to train the student to arrange coins and notes in ascending order.

Test

Here, the student can test him/herself. “Prompt" and “Congratulatory Animation" are disabled. The test results are recorded and “Report" becomes enabled.

Report

This displays results of the “Test". The report features are similar to those of “Matching Money Using Pictures".

Prompt (Blink)

This is checked by default. If the student fails to click the correct coins or notes within ten seconds, the program guides him/her to the correct coin or note by making the coin or note blink. This is available for “Training" mode but disabled for “Test" mode.
Uncheck this box if the prompt is not needed in “Training" mode.

Test

Here, the student can test him/herself. “Prompt" and “Congratulatory Animation" are disabled. The test results are recorded and “Report" becomes enabled.

Report

This is checked by default. If the student fails to match the correct animal picture within ten seconds, the program guides him/her to the correct letter by making the letter blink. This is available for “Training” mode but disabled for “Test” mode.

Prompt(Blink)

This is checked by default. If the student fails to click the correct coins or bills within ten seconds, the program guides him/her to the correct coin or bill by making the coin or bill blink. This is available for “Training" mode but disabled for “Test" mode. Uncheck this box if the prompt is not needed in “Training" mode.

Numerical Label under Coin or Note

When this is checked a numerical label appears under each coin or note.

No Label under Coin or Note

When this is checked no label appears under the coins or notes.

Display Coins and Notes in Ascending Order or Random Order

The coins and notes at the bottom of the screen appear in ascending order of value or in random order. This is a toggle switch if the notes and coins are listed in random order, clicking this button will change the display to ascending order, and vice-versa.

Congratulatory Animation

This box is checked by default. This is available only for the “Training" mode. When this is checked, clicking the correct value invites a congratulatory animation. This animation runs for ten seconds. Click anywhere on the screen or press space bar to stop the congratulatory animation.
Uncheck the box if the student doesn't need congratulatory animation.

Done

Click on the “Done" button to close “Arranging Coins and Notes from Smallest to Biggest Value" and return to the main program.

7. Counting Money and Typing the Value

Click on “Counting Money and Typing the Value" and then click the “Enter" button to open this program.

The default selections for this program are Values 1 to 20, Coins, Training Mode, Prompt with Blink, Congratulatory Animation, Numerical Label under Coin or Bill, and Sums in Numerical Order.

Here coins or notes are shown at the top of the screen. The student is asked to type or click the number that represents the value of the coins or notes shown in the box at the top of the screen. When the student types or clicks on the correct number, the number moves to the box at the center of the screen and a congratulatory animation appears.

Settings

“Settings" is located at the bottom left corner of the screen. If the therapist/parent needs to adjust the settings, click the “Settings" to make the settings box disappear or reappear.

Change Values to $1 to $20 or Change Values to $21 to $99

When this box is clicked the selection of values of coins or notes in the box at the top of the screen and numbers in the box near the bottom of the screen will change from “21 to 99" to “1 to 20". This is a toggle switch if the box says “Change Values to $21 to $99" that the change is made when the box is clicked.

Change to Sums in Numerical Order or Random Order

When this box is clicked the selection of sums of coins or bills in the box at the top of the screen will change numerical order per each training or test, if “Change to Sums in Numerical Order“. If “Change to Sums in Random Order" is toggled, sum will be in random order. This is a toggle switch if the box says “Change to Sums in Random Order" that the change is made when the box is clicked.

Change to Sums in Numerical Order or Random Order

When this box is clicked the selection of sums of coins or bills in the box at the top of the screen will change numerical order per each training or test, if “Change to Sums in Numerical Order.“ If “Change to Sums in Random Order" is toggled, sum will be in random order. This is a toggle switch if the box says “Change to Sums in Random Order" that the change is made when the box is clicked.

Cents

This is checked by default. If the “Cents" box is checked only Cents will appear on the screen.

Dollars

If the “Dollars" box is checked only Dollars will appear on the screen.

Training

The Training mode is selected by default. This program uses coins and notes to train the student to count the value of coins or notes and then type or click the number that represents the value.

Test

Here, the student can test him/herself. “Prompt" and “Congratulatory Animation" are disabled. The test results are recorded and “Report" becomes enabled.

Report

This displays results of the “Test". The report features are similar to those of “Matching Money Using Pictures".

Numerical Label under Coin or Note

When this is checked a numerical label appears under each coin or note.

No Label under Coin or Note

When this is checked no label appears under the coins or notes.

Prompt (Blink)

This is checked by default. If the student fails to type or click the correct value within ten seconds, the program guides him/her to the correct value by making the number blink. This is available for “Training" mode but disabled for “Test" mode.
Uncheck this box if the prompt is not needed in “Training" mode.

Done

Click on the “Done" button to close “Counting Money and Typing the Value" and return to the main program.

8. Counting Money and Matching the Values

Click on “Counting Money and Matching the Values" and then click the “Enter" button to open this program.

The default selections for this program are Level 3, Training Mode, Command Text, Prompt with Blink, Congratulatory Animation, Coins, and Numerical Label under Coin or note.

Here coins or notes are shown at the top of the screen. The student is asked to click on the box whose coins or notes match the value of the coins or notes shown in the box at the top of the screen. When the student clicks on the correct box at the bottom, it moves into the space in the middle of the screen and congratulatory animation appears.

Selection

Level 1

In Level 1, only the correct coin or note appears at the bottom of the screen to be matched with the coin or note appearing at the top of the screen.

Level 2

The correct coin or note plus one distracter appears at the bottom of the screen.

Level 3

The correct coin or note plus two distracters appear at the bottom of the screen.

Coins

This is checked by default. If the “Coins" box is checked only coins will appear on the screen.

Notes

If the “Notes" box is checked only notes will appear on the screen.

Numerical Label under coin or note or No Label under coin or note

If this box is checked the value of the coin or note appears under the picture of the coin or note. When this is checked, “No Label under Coin or note" is unchecked, and vice versa.

Training

The Training mode is selected by default. This program uses coins and notes to train the student to count the value of coins or notes in the box at the top of the screen and then match it with a box at the bottom of the screen containing coins or notes with the same value.

Test

Here, the student can test him/herself. “Prompt" and “Congratulatory Animation" are disabled. The test results are recorded and “Report" becomes enabled.

Report

This displays results of the “Test". The report features are similar to those of “Matching Money Using Pictures".

Prompt (Blink)

This is checked by default. If the student fails to type or click the correct value within ten seconds, the program guides him/her to the correct value by making the coin or note blink. This is available for “Training" mode but disabled for “Test" mode.
Uncheck this box if the prompt is not needed in “Training" mode.

Command Text

This is the default setting. The text “Click the box on the bottom with the same value as the box at the top" will appear at the bottom of the screen. If this is not checked the text will not appear.

Congratulatory Animation

This box is checked by default. This is available only for the “Training" mode. When this is checked, clicking the correct value invites a congratulatory animation. This animation runs for ten seconds. Click anywhere on the screen or press space bar to stop the congratulatory animation. Uncheck the box if the student doesn't need congratulatory animation.

Done

Click on the “Done" button to close “Counting Money and Matching the Values" and return to the main program.

9. Paying with Coins and Notes

Click on “Paying with Coins and Bills" and then click the “Enter" button to open this program.

This setting screen appears after the user clicks on “Enter" button. The user can then select “CENTS" or “DOLLARS" or “BOTH CENTS AND DOLLARS". This will determine what kind of currency is stacked at the front of the platform for the next activity. Click on the “Done" button to go to the activity screen.

Setting

This setting screen appears after the user clicks on “Enter" button. The user can then select “COINS" or “BILLS" or “BOTH COINS AND BILLS". This will determine what kind of currency is stacked at the front of the platform for the next activity. Click on the “Done" button to go to the activity screen.

This program helps the student to learn to use coins and/or notes to make a particular amount. A picture of (for instance) a clown appears on a platform next to a juke box. The computer voice and a line of text on the front of the platform say “To see the clown dance put (for instance) 75¢ in the juke box." There are stacks of coins and/or notes on the platform in front of the clown. When the student clicks on one of the stacks the coin from the top of that stack flies into the slot in the front of the juke box, and the display that shows the amount that has been put into the juke box changes to show the current value of the money that has been put into the juke box. When the juke box display reaches the correct value (75¢) the clown dances. If the student puts too much money into the juke box, the computer voice and the text on the front of the platform say “Oops! That is too much money. Let's try again."

Restart

Click this button to restart the program with the same character and the same amount of money.

Next>>

Click this button to change to another character and another amount of money.

Done

Click on the “Done" button to close “Paying with Coins and Notes" and return to the main program.

10. Making Change

Click on “Making Change" and then click the “Enter" button to open this program.

This program teaches the student about changing (converting) larger denominations of currency into smaller ones, such as breaking a dollar note into five twenty-cent or ten ten-cent or any other collections of coins that add up to the dollar.

The screen has a top box showing the coin or note for which change is needed. To the right of the top box is a counter giving the value of the currency in the top box.

Under the top box are more boxes in the middle of the screen with spaces for the coins or notes that the student is using to make change for the money in the top box. To the right of the middle boxes is a counter giving the value of the change in the middle boxes.

At the bottom is another set of boxes with a coin or note in each box. The student clicks on these coins or notes to make change for the coin or note in the top box.

Change Made

The student clicks this button when he/she thinks the correct change has been placed in the boxes in the middle.

Settings

Training

The Training mode is selected by default

Test

Here, the student can test him/herself. Both counters are disabled. The test results are recorded and “Report" becomes enabled.

Report

This displays results of the “Test". The report features are similar to those of reports used in other programs.

Display the Value of the Coins or Notes is on

This is the default setting. The value of the coin or note (such as “10¢" under ten-cent coin) appears under the coin or note.

Display the Value of the Coins or Notes is off

The value of the coin or note (such as “10¢" under ten-cent coin) will not appear under the coin or note.

Command Text

This option is selected by default. When this is checked, text appears at the bottom of the screen instructing the student to (for instance) “Here is five dollars. Please make change with 4 one-dollar notes and the rest in twenty-cent pieces." If not checked, the command text does not appear.

Congratulatory Animation

This is selected by default. When the student makes the correct change and clicks on the “Change Made" button, there will be a congratulatory animation. Click anywhere on the screen or press the space bar to stop the congratulatory animation. When not checked, the animation will not appear.

Selection

Here the teacher/therapist can select the coins and/or notes that the student can use to make change. By default “Select All" is checked.

Select All

This selects all coins and notes.

OK

Click on the “OK" button to open this program.

Done

Click on the “Done" button to close “Making Change" and return to the main program.

11. Using a Calculator to Add Up the Values of Coins and Notes

Click on “Using a Calculator to Add Up the Values of Coins and Notes" and then click the “Enter" button to open this program.

This program teaches the student to convert the value of a coin or note to a number and then enter the value in a calculator and find a total value.

Settings

Training

The Training mode is selected by default

Test

When “Test" is checked, the student can test him/herself. “Check and Gray out the Coins or notes as they are Added" is disabled. The test results are recorded and “Report" becomes enabled.

Report

This displays results of the “Test". The report features are similar to those of reports used in other programs.

Display the Value of the Coins or Notes is on

This is the default setting. The value of the coin or note (such as “10¢" under ten-cent coin) appears under the coin or note.

Display the Value of the Coins or Notes is off

The value of the coin or note (such as “10¢" under ten-cent coin) will not appear under the coin or note.

Command Text

This is the default setting. The text “Start at the top left and enter each coin or note's value" will appear at the bottom of the screen. If this is not checked the text will not appear.

Congratulatory Animation

This box is checked by default. This is available only for the “Training" mode. When this is checked, adding the values correctly invites a congratulatory animation. This animation runs for ten seconds. Click anywhere on the screen or press space bar to stop the congratulatory animation.

Uncheck the box if the student doesn't need congratulatory animation

Coins or Notes Add up to The values of the coins or notes in the top boxes will always add up to the value of a particular coin or note (for instance, they will add up to 20¢, $1, $100, etc.). Here the teacher/therapist can choose the coin or note to which the values will add up.

Select All

This box is checked by default. When the box is checked all coins and notes will be selected.

Ok

Click on the “OK" button to validate the settings and open this program.

Done

Click on the “Done" button to close “Using a Calculator to Add Up the Values of Coins and Bills" and return to the main program.

12. Activity Using Coins and Notes to Count out Money

Click on “Activity Using Coins and Notes to Count out Money" and then click the “Enter" button to open this program.

This program teaches the student to use coins and/or notes to make the exact price of an item for sale.

At the top of the screen is an item (say, an apple) for sale. Under the item is the price ($1.50 in this example). Under the price is a counter showing the amount that the student has paid so far. Under the counter is a matrix with coins and notes available to the student. The student clicks on the coins and/or notes to make the counter show the same number as the price shows. When the student thinks the amount is correct, he/she clicks on the “Buy it now" button. If the amount is right, a congratulatory animation appears. If it is wrong, the student must try again.

Under the matrix are left and right arrows. Click the right arrow to move to the next exercise. Click the left arrow to repeat an earlier exercise. Click “Refresh" to restart the current exercise. Click on “Done" to close “Activity Using Coins and notes to Count out Money" and return to the main program.

Settings

Training

The Training mode is selected by default

Test

Here, the student can test him/herself. The test results are recorded and “Report" becomes enabled.

Report

This displays results of the “Test". The report features are similar to those of reports used in other programs.

Display the Value of the Coins or Notes is on

This is the default setting. The value of the coin or note (such as “10¢" under ten-cent coin) appears under the coin or note.

Display the Value of the Coins or Notes is off

The value of the coin or note (such as “10¢" under ten-cent coin) will not appear under the coin or note.

Command Text

This option is selected by default. When this is checked, the price of the item is displayed. (For instance, “This stick of gum costs $0.05" will appear.)

Congratulatory Animation

This box is checked by default. This is available only for the “Training" mode. When this is checked, clicking or typing the correct value invites a congratulatory animation. This animation runs for ten seconds. Click anywhere on the screen or press the space bar to stop the congratulatory animation.
Uncheck the box if the student doesn't need congratulatory animation.

Selection

The range of the prices of items will be set here. Clicking $10- $40, for instance, will limit the prices of the items sold to $10.05 to $40. Here the teacher/therapist can choose the range of prices of the items being sold.

Select All

This box is checked by default. When the box is checked the prices of items being sold will range from $0.05 to $100.00.

OK

Click on the “OK" button to validate the settings and open this program.

Done

Click on the “Done" button to close “Activity Using Coins and Notes to Count out Money" and return to the main program

13. Buying Things in a Store

Click on “Buying Things in a Store" and then click the “Enter" button to open this program.

This program includes three classes of exercises which will help the student to learn three things how to buy when the student has exact change, how to make exact change, and how to make inexact change with the smallest surplus. The computer voice will assist the student in making the right payment.

In each of the three classes of exercises the boy character will interact with the saleswoman. First boy character will point to the toy or snack that he wants to purchase. The saleswoman tells the price. The boy character reaches into his pocket and takes out coins and/or notes and puts them on the counter. The student then counts out the correct change (by clicking on the right coins or notes) to pay for the item the boy character wants to buy.

Settings

The boy in the store will pay with

Exact Change Only

The boy character has exactly the right coins and/or notes to pay for his purchase.

Less Money That Required

The boy character places on the counter less money than he needs to pay for his purchase. The saleswoman will tell him it is not enough, and the boy will then get some more money from his pocket which will make the right amount.

More Money Than Needed

The boy character places more money on the counter than he needs to pay for his purchase. The money does not include the right coins and/or notes to pay for his purchase. The student must count out the smallest amount that pays for his purchase (with a little extra) and then must figure out how much change he should get.

Replay

Click this button to restart the program with the same character and settings.

Done

Click on the “Done" button to close “Buying Things in a Store" and return to the main program.